Stellaris

Stellaris

Ancient Cache of Technologies
Game is crashing
[02:20:08][trigger_impl.cpp:1200]: Script Error: Invalid context switch [owner] from Siltam's Fortress [planet], file: in scripted trigger has_phanon_capital at file: in scripted trigger tec_is_fully_upgraded_habitat at file: common/districts/zz_ow_03_habitat_districts.txt:1254(inline_script) common/inline_scripts/jobs/tec_clerk.txt:87(inline_script) common/inline_scripts/jobs/tec_distributism_swaps.txt:241(inline_script) common/inline_scripts/jobs/tec_hired_foundry.txt:48(inline_script) common/inline_scripts/jobs/tec_job.txt:64(inline_script) common/inline_scripts/jobs/_tec_job.txt:52(inline_script) common/inline_scripts/conditional/parts/tec_step_disabled_no.txt:43(inline_script) common/inline_scripts/jobs/tec_job_no_desc.txt:74(inline_script) common/inline_scripts/conditional/tec_number_not.txt:49(inline_script) common/inline_scripts/conditional/parts/tec_step.txt:50(inline_script) common/inline_scripts/conditional/parts/tec_step_1.txt line: 17:5(inline_script) common/inline_scripts/mod_support/tec_acot_present.txt:13(inline_script) common/inline_scripts/conditional/parts/tec_step.txt:10(inline_script) common/inline_scripts/conditional/parts/tec_step_1.txt line: 5 line: 1, Scope:
type=planet
id=2221
opener_id=4294967295
random={ 0 300036341 }
random_allowed=yes
root=
{
type=planet
id=2221
opener_id=4294967295
random={ 0 300036341 }
random_allowed=yes
}
from=
{
type=planet
id=2221
opener_id=4294967295
random={ 0 300036341 }
random_allowed=yes
}
prev=
{
type=planet
id=2221
opener_id=4294967295
random={ 0 300036341 }
random_allowed=yes
}




Some help regarding this would be appreciated.
< >
Showing 1-8 of 8 comments
Shich Feb 17 @ 4:32pm 
same, ive been getting ctd after the update on this mod
Getting a similar thing but for me it's not working well with NSC3 according to the log.
Rigado Feb 18 @ 1:50am 
I also have an issue, my save load until "preparing game" and can't do more.
It's the only mod updated yesterday
I tested with just NSC3 and it still crashed so I thought it was just that, then I tested without NSC3 and ACOT caused it to crash. Both of those mods are completely borked now it seems.
Last edited by Sliestwheel; Feb 18 @ 12:00pm
TPEHEP Feb 18 @ 7:21pm 
After the last update, the mod started to crash when trying to start a new game. It was checked on a megapack of one million mods, of course, but previously there were no problems, now something has changed and, apparently, conflicts have arisen.

When trying to continue a previously created game, I didn't notice any problems.
TPEHEP Feb 18 @ 8:04pm 
It looks like the mod conflicts with Ancient Empire 1.9 (which was also updated recently :) )

UPD Also conflicts with Gigastructural Engineering & More at least (I suspect that it also conflicts with other mods that add megastructures and large technology mods, but I don't have time to check here, alas)
Last edited by TPEHEP; Feb 18 @ 10:14pm
Same issue,

[02:01:16][trigger_impl.cpp:1200]: Script Error: Invalid context switch [owner] from Citadel [planet], file: in scripted trigger has_phanon_capital at file: in scripted trigger tec_is_fully_upgraded_habitat at file: common/districts/zz_evolved_origin_worlds_districts.txt:690(inline_script) common/inline_scripts/jobs/tec_miner_secondary.txt:31(inline_script) common/inline_scripts/jobs/tec_job.txt:47(inline_script) common/inline_scripts/jobs/_tec_job.txt:35(inline_script) common/inline_scripts/conditional/parts/tec_step_disabled_no.txt:26(inline_script) common/inline_scripts/jobs/tec_job_with_desc.txt:99(inline_script) common/inline_scripts/conditional/tec_number_not.txt:58(inline_script) common/inline_scripts/conditional/parts/tec_step.txt:59(inline_script) common/inline_scripts/conditional/parts/tec_step_1.txt line: 10:5(inline_script) common/inline_scripts/mod_support/tec_acot_present.txt:13(inline_script) common/inline_scripts/conditional/parts/tec_step.txt:10(inline_script) common/inline_scripts/conditional/parts/tec_step_1.txt line: 5 line: 10, Scope: type=planet id=3168 opener_id=4294967295 random={ 0 2953029910 } random_allowed=yes root=

Weirdly enough, the issue wasn't present when I used Universal Game Rules Patch instead of Merger of Rules.
Same here. Exact same issue in the logs. It does seem to be somewhat random though, as in Ive managed to create games that didnt ctd with no changes to my mod list.
< >
Showing 1-8 of 8 comments
Per page: 1530 50